/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/PBDCollisionConstraint.h
Create a contact constraint Initializes a constraint stored inline in an object. Only intended to be called once right after construction. Does not reinitialize all data so not intended to reset a constraint for reuse with different particles etc.
static void Make ( [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FConstraintHandle\FGeometryParticleHandle) * Particle0, const [FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) * Implicit0, const [FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) * Shape0, const [FBVHParticles](API\Runtime\Chaos\Chaos\FBVHParticles) * Simplicial0, const [FRigidTransform3](API\Runtime\ChaosCore\Chaos\FRigidTransform3) & ImplicitLocalTransform0, [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FConstraintHandle\FGeometryParticleHandle) * Particle1, const [FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) * Implicit1, const [FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) * Shape1, const [FBVHParticles](API\Runtime\Chaos\Chaos\FBVHParticles) * Simplicial1, const [FRigidTransform3](API\Runtime\ChaosCore\Chaos\FRigidTransform3) & ImplicitLocalTransform1, const [FReal](API\Runtime\ChaosCore\Chaos\FReal) InCullDistance, const bool bInUseManifold, const [EContactShapesType](API\Runtime\Chaos\Chaos\Chaos__EContactShapesType) ShapesType, [FPBDCollisionConstraint](API\Runtime\Chaos\Chaos\Collision\FPBDCollisionConstraint) & OutConstraint )